205 lines
6.9 KiB
JavaScript
205 lines
6.9 KiB
JavaScript
//
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// walkFilters.js
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// version 1.1
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//
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// Created by David Wooldridge, June 2015
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// Copyright © 2014 - 2015 High Fidelity, Inc.
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//
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// Provides a variety of filters for use by the walk.js script v1.2+
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// simple averaging (LP) filter for damping / smoothing
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AveragingFilter = function(length) {
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// initialise the array of past values
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this.pastValues = [];
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for (var i = 0; i < length; i++) {
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this.pastValues.push(0);
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}
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// single arg is the nextInputValue
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this.process = function() {
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if (this.pastValues.length === 0 && arguments[0]) {
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return arguments[0];
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} else if (arguments[0] !== null) {
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this.pastValues.push(arguments[0]);
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this.pastValues.shift();
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var nextOutputValue = 0;
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for (var value in this.pastValues) nextOutputValue += this.pastValues[value];
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return nextOutputValue / this.pastValues.length;
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} else {
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return 0;
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}
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};
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};
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// 2nd order 2Hz Butterworth LP filter
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ButterworthFilter = function() {
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// coefficients calculated at: http://www-users.cs.york.ac.uk/~fisher/mkfilter/trad.html
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this.gain = 104.9784742;
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this.coeffOne = -0.7436551950;
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this.coeffTwo = 1.7055521455;
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// initialise the arrays
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this.xv = [];
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this.yv = [];
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for (var i = 0; i < 3; i++) {
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this.xv.push(0);
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this.yv.push(0);
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}
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// process values
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this.process = function(nextInputValue) {
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this.xv[0] = this.xv[1];
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this.xv[1] = this.xv[2];
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this.xv[2] = nextInputValue / this.gain;
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this.yv[0] = this.yv[1];
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this.yv[1] = this.yv[2];
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this.yv[2] = (this.xv[0] + this.xv[2]) +
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2 * this.xv[1] +
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(this.coeffOne * this.yv[0]) +
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(this.coeffTwo * this.yv[1]);
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return this.yv[2];
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};
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}; // end Butterworth filter constructor
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// Add harmonics to a given sine wave to form square, sawtooth or triangle waves
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// Geometric wave synthesis fundamentals taken from: http://hyperphysics.phy-astr.gsu.edu/hbase/audio/geowv.html
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WaveSynth = function(waveShape, numHarmonics, smoothing) {
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this.numHarmonics = numHarmonics;
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this.waveShape = waveShape;
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this.smoothingFilter = new AveragingFilter(smoothing);
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// NB: frequency in radians
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this.calculate = function(frequency) {
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// make some shapes
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var harmonics = 0;
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var multiplier = 0;
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var iterations = this.numHarmonics * 2 + 2;
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if (this.waveShape === TRIANGLE) {
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iterations++;
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}
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for (var n = 1; n < iterations; n++) {
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switch (this.waveShape) {
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case SAWTOOTH: {
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multiplier = 1 / n;
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harmonics += multiplier * Math.sin(n * frequency);
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break;
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}
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case TRIANGLE: {
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if (n % 2 === 1) {
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var mulitplier = 1 / (n * n);
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// multiply (4n-1)th harmonics by -1
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if (n === 3 || n === 7 || n === 11 || n === 15) {
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mulitplier *= -1;
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}
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harmonics += mulitplier * Math.sin(n * frequency);
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}
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break;
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}
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case SQUARE: {
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if (n % 2 === 1) {
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multiplier = 1 / n;
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harmonics += multiplier * Math.sin(n * frequency);
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}
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break;
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}
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}
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}
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// smooth the result and return
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return this.smoothingFilter.process(harmonics);
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};
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};
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// Create a motion wave by summing pre-calculated harmonics (Fourier synthesis)
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HarmonicsFilter = function(magnitudes, phaseAngles) {
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this.magnitudes = magnitudes;
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this.phaseAngles = phaseAngles;
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this.calculate = function(twoPiFT) {
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var harmonics = 0;
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var numHarmonics = magnitudes.length;
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for (var n = 0; n < numHarmonics; n++) {
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harmonics += this.magnitudes[n] * Math.cos(n * twoPiFT - this.phaseAngles[n]);
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}
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return harmonics;
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};
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};
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// the main filter object literal
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filter = (function() {
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const HALF_CYCLE = 180;
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// Bezier private variables
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var _C1 = {x:0, y:0};
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var _C4 = {x:1, y:1};
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// Bezier private functions
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function _B1(t) { return t * t * t };
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function _B2(t) { return 3 * t * t * (1 - t) };
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function _B3(t) { return 3 * t * (1 - t) * (1 - t) };
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function _B4(t) { return (1 - t) * (1 - t) * (1 - t) };
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return {
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// helper methods
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degToRad: function(degrees) {
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var convertedValue = degrees * Math.PI / HALF_CYCLE;
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return convertedValue;
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},
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radToDeg: function(radians) {
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var convertedValue = radians * HALF_CYCLE / Math.PI;
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return convertedValue;
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},
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// these filters need instantiating, as they hold arrays of previous values
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// simple averaging (LP) filter for damping / smoothing
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createAveragingFilter: function(length) {
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var newAveragingFilter = new AveragingFilter(length);
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return newAveragingFilter;
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},
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// provides LP filtering with improved frequency / phase response
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createButterworthFilter: function() {
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var newButterworthFilter = new ButterworthFilter();
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return newButterworthFilter;
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},
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// generates sawtooth, triangle or square waves using harmonics
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createWaveSynth: function(waveShape, numHarmonics, smoothing) {
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var newWaveSynth = new WaveSynth(waveShape, numHarmonics, smoothing);
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return newWaveSynth;
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},
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// generates arbitrary waveforms using pre-calculated harmonics
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createHarmonicsFilter: function(magnitudes, phaseAngles) {
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var newHarmonicsFilter = new HarmonicsFilter(magnitudes, phaseAngles);
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return newHarmonicsFilter;
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},
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// the following filters do not need separate instances, as they hold no previous values
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// Bezier response curve shaping for more natural transitions
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bezier: function(input, C2, C3) {
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// based on script by Dan Pupius (www.pupius.net) http://13thparallel.com/archive/bezier-curves/
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input = 1 - input;
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return _C1.y * _B1(input) + C2.y * _B2(input) + C3.y * _B3(input) + _C4.y * _B4(input);
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},
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// simple clipping filter (special case for hips y-axis skeleton offset for walk animation)
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clipTrough: function(inputValue, peak, strength) {
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var outputValue = inputValue * strength;
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if (outputValue < -peak) {
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outputValue = -peak;
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}
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return outputValue;
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}
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}
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})();
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